Purpose:Mobile-assisted language learning(MALL)apps such as Duolingo have great potential for promoting learners'motivation to learn a second language(L2).However,little research has investigated how this motivati...Purpose:Mobile-assisted language learning(MALL)apps such as Duolingo have great potential for promoting learners'motivation to learn a second language(L2).However,little research has investigated how this motivational impact takes place.Additionally,despite the flexibility of mobile learning,most existing studies are conducted in classroom settings,with less attention paid to out-of-school technology usage.Design/Approach/Methods:To address these gaps,we present a model based on self-determination theory and propose the idea of“motivational transfer”to explain the psychological mechanism underpinning the impact of technology.To examine the model,we conducted a case study with 20 Year 8 Chinese junior school students who used Duolingo to learn English as a foreign language(EFL)after school for 6 weeks.Findings:Questionnaire and group interview data support our hypothesized mechanism:learners'activity-specific intrinsic motivation(IM)for using Duolingo and their underlying psychological need for autonomy and competence can be transferred to a more general level,thereby enhancing learners'global IMforL2.OriginalityValue:The proposed theoretical model expands our understanding of how digital technology stimulates learners'L2 motivation;it can help L2 educators design better technological affordances to promote learners'motivation both in and outside the classroom.展开更多
Weighted vertex cover(WVC)is one of the most important combinatorial optimization problems.In this paper,we provide a new game optimization to achieve efficiency and time of solutions for the WVC problem of weighted n...Weighted vertex cover(WVC)is one of the most important combinatorial optimization problems.In this paper,we provide a new game optimization to achieve efficiency and time of solutions for the WVC problem of weighted networks.We first model the WVC problem as a general game on weighted networks.Under the framework of a game,we newly define several cover states to describe the WVC problem.Moreover,we reveal the relationship among these cover states of the weighted network and the strict Nash equilibriums(SNEs)of the game.Then,we propose a game-based asynchronous algorithm(GAA),which can theoretically guarantee that all cover states of vertices converging in an SNE with polynomial time.Subsequently,we improve the GAA by adding 2-hop and 3-hop adjustment mechanisms,termed the improved game-based asynchronous algorithm(IGAA),in which we prove that it can obtain a better solution to the WVC problem than using a the GAA.Finally,numerical simulations demonstrate that the proposed IGAA can obtain a better approximate solution in promising computation time compared with the existing representative algorithms.展开更多
The paper proposes an innovative approach aimed at fostering AI literacy through interactive gaming experiences.This paper designs a game-based prototype for preparing pre-service teachers to innovate teaching practic...The paper proposes an innovative approach aimed at fostering AI literacy through interactive gaming experiences.This paper designs a game-based prototype for preparing pre-service teachers to innovate teaching practices across disciplines.The simulation,Color Conquest,serves as a strategic game to encourage educators to reconsider their pedagogical practices.It allows teachers to use and develop various scenarios by customizing maps,giving students agency to engage in the complex decision-making process.Additionally,this engagement process provides teachers with an opportunity to develop students’skills in artificial intelligence literacy as students actively develop strategic thinking,problem-solving,and critical reasoning skills.展开更多
The gamification of learning has proven educational benefits, especially in secondary education. Studies confirm the successful engagement of students with improved time on task, motivation and learning outcomes. At t...The gamification of learning has proven educational benefits, especially in secondary education. Studies confirm the successful engagement of students with improved time on task, motivation and learning outcomes. At the same time, there remains little research on games and learning at the postsecondary level of education where traditional pedagogies remain the norm. Studies that have been conducted remain almost exclusively restricted to science programs, including medicine and engineering. Moreover, postsecondary subject-matter experts who have created their own gamified experiences often are forced to do so on an ad hoc basis either on their own, teaching themselves game engines, or with irregular support from experts in the field. But to ensure a well-designed, developed, and high-quality educational experience that leads to desired outcomes for a field, a sustainable infrastructure needs to be developed in institutions that have (or can partner with) others that have an established game design program. Moreover, such a design-based learning approach can be embedded within an existing studio model to help educate participants while producing an educational product. As such, this qualitative case study provides an example of the process of operationalizing a game design studio from pre-production through post-production, drawing from the design and development of the educational video game The Museum of the Lost VR (2022). The results, resources, and classification system presented are scalable and provide models for different sized institutions. Methods to develop a sustainable infrastructure are presented to ensure interdisciplinary partnerships across departments and institutions with game design programs to collaborate and create educational experiences that optimize user experience and learning outcomes.展开更多
Metaheuristic algorithms are one of themost widely used stochastic approaches in solving optimization problems.In this paper,a new metaheuristic algorithm entitled Billiards Optimization Algorithm(BOA)is proposed and ...Metaheuristic algorithms are one of themost widely used stochastic approaches in solving optimization problems.In this paper,a new metaheuristic algorithm entitled Billiards Optimization Algorithm(BOA)is proposed and designed to be used in optimization applications.The fundamental inspiration in BOA design is the behavior of the players and the rules of the billiards game.Various steps of BOA are described and then its mathematical model is thoroughly explained.The efficiency of BOA in dealing with optimization problems is evaluated through optimizing twenty-three standard benchmark functions of different types including unimodal,high-dimensional multimodal,and fixed-dimensionalmultimodal functions.In order to analyze the quality of the results obtained by BOA,the performance of the proposed approach is compared with ten well-known algorithms.The simulation results show that BOA,with its high exploration and exploitation abilities,achieves an impressive performance in providing solutions to objective functions and is superior and far more competitive compared to the ten competitor algorithms.展开更多
Purpose:This study aims to research the impact of the e-learning environment,in which gamebased education software was used,on the learning of students with intellectual disabilities.Design/Approach/Methods:The study ...Purpose:This study aims to research the impact of the e-learning environment,in which gamebased education software was used,on the learning of students with intellectual disabilities.Design/Approach/Methods:The study group consisted of 34 students with intellectual disabilities studying at a special education vocational school in Canakkale,Turkey.In this study,the true experimental method was used.For 5 weeks,the experimental group received blended learning that was supported by the usage of a game-based education software designed by the researcher,which includes interactive educational game applications.At the same time,control group students only received the teaching process in the classroom with the traditional teaching method.Acourse attitude scale and an achievement test were used fordata collection.Findings:The analysis of the findings showed that there was a significant increase between precourse and post-course attitudes and academic achievement scores of the students.There wasn't a significant difference between pre-course and post-course attitudes and academic achievement scores according to the gender and academic achievement scores.Males'academic achievement and attitude post-test scores were higher than females'scores.Students having upper daily mobile devices usage experience had higher post-test and academic achievement scores than students havinglowerdaily mobile devices usage experience.展开更多
Games that are used in research on game-based learning and serious games that are used for education are usually exclusive,making it difficult for teachers to attempt new methods in education.According to the data pub...Games that are used in research on game-based learning and serious games that are used for education are usually exclusive,making it difficult for teachers to attempt new methods in education.According to the data published in 2009 by the European Schoolnet(EUN),a network of European Ministries of Education,most of the problems that teachers face when using games in class are related to game selection.Based on the aforementioned data,this study presents a set of criteria for selecting games in order to solve the inconvenience experienced by teachers.The games,which are used as teaching materials for game-based learning,have been replaced with commercial games that are easily purchased,rather than serious games that are difficult to obtain the licensing.Based on the criteria,two games were selected in this study and the classes were conducted at the educational site.Compared to the group trained with textbooks,it has been confirmed that the effect of game-based learning was sufficient.In addition,five out of ten problems that teachers face were resolved.展开更多
Museums offer a lifelong edutainment environment with flexible choices for the public and provide fruitful interdisciplinary learning resources to support competency-based education.However,the lack of proper scaffold...Museums offer a lifelong edutainment environment with flexible choices for the public and provide fruitful interdisciplinary learning resources to support competency-based education.However,the lack of proper scaffolding and supports in museums negatively affect learner learning.Further,the individual differences need to be considered to effectively support the diverse learners learning in museums.In this study,an innovative learning model to support competency education for lifelong learning in museums is proposed.A game-based learning service named CoboFun that offers various types of problem-solving activities was developed to facilitate learners’interaction with exhibits and their peers in the museum.To examine the service design of CoboFun,learners’perceptions were evaluated and the differences in their cognitive styles were examined(Field Independent(FI)and Field Dependent(FD)).The results showed that both FI and FD learners enjoyed learning with CoboFun but that flexible learning tools needed to be provided to satisfy the different needs for the learners with different cognitive styles.展开更多
This study used quantitative methods to assess students'Chinese language learning attitudes and learning habits on Kahoot,a game-based learning platform.Kahoot enables teachers to transform bland Chinese vocabular...This study used quantitative methods to assess students'Chinese language learning attitudes and learning habits on Kahoot,a game-based learning platform.Kahoot enables teachers to transform bland Chinese vocabulary memorization into exciting,game-like situations.It makes Chinese language learning fun and interactive.The study aims to compare Kahoot team play mode with individual play mode.Sixty-four fifth graders participated.In the experimental group,students grouped by themselves or the teacher to compete with one another.They enjoyed working together to share what they knew and learned from each other.Students were tested prior to the course(pretest)and following the course(post-test).Observation notes,lesson plans,and surveys were also included.Analysis of the multiple types of data strengthens the conclusion that Kahoot can be an effective tool for teaching Chinese vocabulary,sentences,and culture.展开更多
This work presents the authors' experience in the field of mobile technologies, from which several initiatives have emerged. As result of this, a games-based framework for learning has been developed in these last ye...This work presents the authors' experience in the field of mobile technologies, from which several initiatives have emerged. As result of this, a games-based framework for learning has been developed in these last years. This framework is composed by a competition called Mobigame, which has as main aim to stimulate the participation of the students. By participating in this competition participants learn to develop for mobile devices. A game to practice Japanese is also presented in this article, which was presented in the above mentioned competition. This game has been developed for mobile phones or PDAs (Personal Digital Assistants) based on the JME (Java Mobile Edition) technology. Finally, another initiative is also presented: A free download platform of digital contents for mobile devices based on info-educational games.展开更多
基金the China Scholarship Council(Grant No.202006380078)。
文摘Purpose:Mobile-assisted language learning(MALL)apps such as Duolingo have great potential for promoting learners'motivation to learn a second language(L2).However,little research has investigated how this motivational impact takes place.Additionally,despite the flexibility of mobile learning,most existing studies are conducted in classroom settings,with less attention paid to out-of-school technology usage.Design/Approach/Methods:To address these gaps,we present a model based on self-determination theory and propose the idea of“motivational transfer”to explain the psychological mechanism underpinning the impact of technology.To examine the model,we conducted a case study with 20 Year 8 Chinese junior school students who used Duolingo to learn English as a foreign language(EFL)after school for 6 weeks.Findings:Questionnaire and group interview data support our hypothesized mechanism:learners'activity-specific intrinsic motivation(IM)for using Duolingo and their underlying psychological need for autonomy and competence can be transferred to a more general level,thereby enhancing learners'global IMforL2.OriginalityValue:The proposed theoretical model expands our understanding of how digital technology stimulates learners'L2 motivation;it can help L2 educators design better technological affordances to promote learners'motivation both in and outside the classroom.
基金partly supported by the National Natural Science Foundation of China(61751303,U20A2068,11771013)the Zhejiang Provincial Natural Science Foundation of China(LD19A010001)the Fundamental Research Funds for the Central Universities。
文摘Weighted vertex cover(WVC)is one of the most important combinatorial optimization problems.In this paper,we provide a new game optimization to achieve efficiency and time of solutions for the WVC problem of weighted networks.We first model the WVC problem as a general game on weighted networks.Under the framework of a game,we newly define several cover states to describe the WVC problem.Moreover,we reveal the relationship among these cover states of the weighted network and the strict Nash equilibriums(SNEs)of the game.Then,we propose a game-based asynchronous algorithm(GAA),which can theoretically guarantee that all cover states of vertices converging in an SNE with polynomial time.Subsequently,we improve the GAA by adding 2-hop and 3-hop adjustment mechanisms,termed the improved game-based asynchronous algorithm(IGAA),in which we prove that it can obtain a better solution to the WVC problem than using a the GAA.Finally,numerical simulations demonstrate that the proposed IGAA can obtain a better approximate solution in promising computation time compared with the existing representative algorithms.
文摘The paper proposes an innovative approach aimed at fostering AI literacy through interactive gaming experiences.This paper designs a game-based prototype for preparing pre-service teachers to innovate teaching practices across disciplines.The simulation,Color Conquest,serves as a strategic game to encourage educators to reconsider their pedagogical practices.It allows teachers to use and develop various scenarios by customizing maps,giving students agency to engage in the complex decision-making process.Additionally,this engagement process provides teachers with an opportunity to develop students’skills in artificial intelligence literacy as students actively develop strategic thinking,problem-solving,and critical reasoning skills.
文摘The gamification of learning has proven educational benefits, especially in secondary education. Studies confirm the successful engagement of students with improved time on task, motivation and learning outcomes. At the same time, there remains little research on games and learning at the postsecondary level of education where traditional pedagogies remain the norm. Studies that have been conducted remain almost exclusively restricted to science programs, including medicine and engineering. Moreover, postsecondary subject-matter experts who have created their own gamified experiences often are forced to do so on an ad hoc basis either on their own, teaching themselves game engines, or with irregular support from experts in the field. But to ensure a well-designed, developed, and high-quality educational experience that leads to desired outcomes for a field, a sustainable infrastructure needs to be developed in institutions that have (or can partner with) others that have an established game design program. Moreover, such a design-based learning approach can be embedded within an existing studio model to help educate participants while producing an educational product. As such, this qualitative case study provides an example of the process of operationalizing a game design studio from pre-production through post-production, drawing from the design and development of the educational video game The Museum of the Lost VR (2022). The results, resources, and classification system presented are scalable and provide models for different sized institutions. Methods to develop a sustainable infrastructure are presented to ensure interdisciplinary partnerships across departments and institutions with game design programs to collaborate and create educational experiences that optimize user experience and learning outcomes.
基金The research and article are supported by Specific Research project 2022 Faculty of Education,University of Hradec Králové,Czech Republic.
文摘Metaheuristic algorithms are one of themost widely used stochastic approaches in solving optimization problems.In this paper,a new metaheuristic algorithm entitled Billiards Optimization Algorithm(BOA)is proposed and designed to be used in optimization applications.The fundamental inspiration in BOA design is the behavior of the players and the rules of the billiards game.Various steps of BOA are described and then its mathematical model is thoroughly explained.The efficiency of BOA in dealing with optimization problems is evaluated through optimizing twenty-three standard benchmark functions of different types including unimodal,high-dimensional multimodal,and fixed-dimensionalmultimodal functions.In order to analyze the quality of the results obtained by BOA,the performance of the proposed approach is compared with ten well-known algorithms.The simulation results show that BOA,with its high exploration and exploitation abilities,achieves an impressive performance in providing solutions to objective functions and is superior and far more competitive compared to the ten competitor algorithms.
文摘Purpose:This study aims to research the impact of the e-learning environment,in which gamebased education software was used,on the learning of students with intellectual disabilities.Design/Approach/Methods:The study group consisted of 34 students with intellectual disabilities studying at a special education vocational school in Canakkale,Turkey.In this study,the true experimental method was used.For 5 weeks,the experimental group received blended learning that was supported by the usage of a game-based education software designed by the researcher,which includes interactive educational game applications.At the same time,control group students only received the teaching process in the classroom with the traditional teaching method.Acourse attitude scale and an achievement test were used fordata collection.Findings:The analysis of the findings showed that there was a significant increase between precourse and post-course attitudes and academic achievement scores of the students.There wasn't a significant difference between pre-course and post-course attitudes and academic achievement scores according to the gender and academic achievement scores.Males'academic achievement and attitude post-test scores were higher than females'scores.Students having upper daily mobile devices usage experience had higher post-test and academic achievement scores than students havinglowerdaily mobile devices usage experience.
基金the Ministry of Education of the Republic of Korea and the National Research Foundation of Korea(2019S1A5C2A04082405)。
文摘Games that are used in research on game-based learning and serious games that are used for education are usually exclusive,making it difficult for teachers to attempt new methods in education.According to the data published in 2009 by the European Schoolnet(EUN),a network of European Ministries of Education,most of the problems that teachers face when using games in class are related to game selection.Based on the aforementioned data,this study presents a set of criteria for selecting games in order to solve the inconvenience experienced by teachers.The games,which are used as teaching materials for game-based learning,have been replaced with commercial games that are easily purchased,rather than serious games that are difficult to obtain the licensing.Based on the criteria,two games were selected in this study and the classes were conducted at the educational site.Compared to the group trained with textbooks,it has been confirmed that the effect of game-based learning was sufficient.In addition,five out of ten problems that teachers face were resolved.
基金Funding/Acknowledgements:This study is supported in part by the Ministry of Science and Technology of the Republic of China under contract number MOST 108-2511-H-178-001 and MOST 109-2511-H-178-001.
文摘Museums offer a lifelong edutainment environment with flexible choices for the public and provide fruitful interdisciplinary learning resources to support competency-based education.However,the lack of proper scaffolding and supports in museums negatively affect learner learning.Further,the individual differences need to be considered to effectively support the diverse learners learning in museums.In this study,an innovative learning model to support competency education for lifelong learning in museums is proposed.A game-based learning service named CoboFun that offers various types of problem-solving activities was developed to facilitate learners’interaction with exhibits and their peers in the museum.To examine the service design of CoboFun,learners’perceptions were evaluated and the differences in their cognitive styles were examined(Field Independent(FI)and Field Dependent(FD)).The results showed that both FI and FD learners enjoyed learning with CoboFun but that flexible learning tools needed to be provided to satisfy the different needs for the learners with different cognitive styles.
文摘This study used quantitative methods to assess students'Chinese language learning attitudes and learning habits on Kahoot,a game-based learning platform.Kahoot enables teachers to transform bland Chinese vocabulary memorization into exciting,game-like situations.It makes Chinese language learning fun and interactive.The study aims to compare Kahoot team play mode with individual play mode.Sixty-four fifth graders participated.In the experimental group,students grouped by themselves or the teacher to compete with one another.They enjoyed working together to share what they knew and learned from each other.Students were tested prior to the course(pretest)and following the course(post-test).Observation notes,lesson plans,and surveys were also included.Analysis of the multiple types of data strengthens the conclusion that Kahoot can be an effective tool for teaching Chinese vocabulary,sentences,and culture.
文摘This work presents the authors' experience in the field of mobile technologies, from which several initiatives have emerged. As result of this, a games-based framework for learning has been developed in these last years. This framework is composed by a competition called Mobigame, which has as main aim to stimulate the participation of the students. By participating in this competition participants learn to develop for mobile devices. A game to practice Japanese is also presented in this article, which was presented in the above mentioned competition. This game has been developed for mobile phones or PDAs (Personal Digital Assistants) based on the JME (Java Mobile Edition) technology. Finally, another initiative is also presented: A free download platform of digital contents for mobile devices based on info-educational games.